Adam Jackson wrote:
On Sunday 20 February 2005 11:29, Brian Paul wrote:

Dave Airlie wrote:

building an Xserver on top of mesa solo is a bit of a nightmare in terms
of includes and defines .. as an Xserver requires all the X types to
build but solo has its own set of defines/typedefs that don't match what
the Xserver has... so calling XCreateWindow is a bit painful for
example... glitz-glx also includes X headers... (not sure if it really
needs them as glx.h should pull in any necessary headers...

I've mentioned this before: my thinking is that for the long term, mini GLX could/should be replaced by a different API, such as EGL (from OpenGL-ES) plus a few extensions.

Mini GLX is a hack.  It filled a specific need when it was created but
I'm not sure it's an appropriate base for large projects.

An enhanced EGL interface could be a nice clean foundation.  Xgl could
layer upon it and other people could use it as-is for projects where X
isn't wanted.  Hopefully, other IHVs would adopt/implement it too.


I'm working on this, actually. Right now I'm doing it as an EGL->GLX translation layer so we can get glitz retargeted at the EGL API. Turning that into a dispatch layer wouldn't be too tough, particularly since a good bit of the engine is already written in miniglx. I've nearly got it to the point of being able to run eglinfo, but it seems to have uncovered a bug or two in the fbconfig handling.

I actually started writing some EGL interface code a few months ago, but haven't touched it since. Give me a day or two to clean it up. Then let's exchange code and see what we've got.



My only complaint with EGL is that a lot of the 1.1 version is, on big systems, a lot of work for not a lot of gain (OES_byte_coordinates for example).

Well, GL_OES_byte_coordinate is an (optional) extension. I'm not sure we need to be concerned with it for now.


Just to be clear, I was thinking of using the EGL API with full Mesa/OpenGL, not the ES subset.

-Brian


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